diff --git a/Radiant-Combat.md b/Radiant-Combat.md index dcfeb5d..123dbd2 100644 --- a/Radiant-Combat.md +++ b/Radiant-Combat.md @@ -1,35 +1,28 @@ **The Radiant System** -Players are points. Radii are the lines of energy that form between them when their actions align. The system is called Radiant because these connections emanate outward from players and between them in radial patterns. +Players are points. Radii are the lines of energy that form between them when their actions align. **Core Structure** -A Radiant interaction requires two things to be true simultaneously: a player emits a catalyst, and one or more other players are in a valid receiving state. When both conditions meet, a Radius forms between them and the Radiant state activates. +A Radiant interaction requires two conditions to be true simultaneously: a player emits a catalyst, and one or more other players are in a valid receiving state. When both conditions meet, a Radius forms and the Radiant state activates. +**Catalyst Geometry** -**Catalyst Forms** - -The catalyst determines the shape of the Radius that forms. - -- **Focal** - the Radius forms locally, connecting the emitting player to nearby receiving players at the moment of emission -- **Beam** - the emitting player fires the catalyst as a projectile, the Radius forms when it arrives at the receiving player -- **Pulse** - the catalyst broadcasts outward, forming Radii simultaneously with any receiving players in range +- **Chord** - a Radius forms between two specific points. A fired arrow, a directed beam, a proximity connection between two players. +- **Arc** - a Radius forms between the emitting point and any valid receiving points within range simultaneously. **Timing Properties** -Each catalyst has a timing property that defines how much of a catch window exists. - -- **Sustain** - the catalyst lingers, giving receiving players a window to enter their receiving state -- **Arc** - the catalyst travels and expires, both players must act within the flight time -- **Flash** - instantaneous, receiving players must already be in their receiving state +- **Sustain** - the catalyst lingers, giving receivers a window to enter their receiving state +- **Flash** - instantaneous, receivers must already be in their receiving state **Failure** -When a Radius fails to form, both players receive distinct feedback indicating which side broke the chain. +Both players receive distinct feedback indicating which side broke the chain. **Chaining** -A Radiant state on two players can itself become a catalyst, forming a new Radius to a third player. This extends the system to full team coordination without requiring it. +A Radiant state can itself become a catalyst, forming a new Radius to a third player. # Examples